Traits
Maintain Breath: All of the lizardfolks are capable of maintain their breath virtually for quarter-hour.
Actions
Multiattack: Right here the lizardfolk could make two melee assaults and from these assaults are every one is with a unique weapon.
Chew: Through the use of this chunk assault this lizardfolk monster could make a melee weapon assault: +4 to hit, attain 5 ft., one goal. Hit: 5 (1d6 + 2) piercing harm.
Heavy Membership: By having this heavy membership assault this monster could make a Melee Weapon Assault: +4 to hit, attain 5 ft., one goal. Hit: 5 (1d6 + 2) bludgeoning harm.
Javelin: With this Javelin assault this monster could make a Melee or Ranged Weapon Assault: +4 to hit, attain 5 ft. or vary 30/120 ft., one goal. Hit: 5 (1d6 + 2) piercing harm.
Spiked Defend: By having this Spiked Defend assault this monster could make a Melee Weapon Assault: +4 to hit, attain 5 ft., one goal. Hit: 5 (1d6 + 2) piercing harm.
Attributes Of Lizardfolk 5E Monster
AC | 15 (Pure Armor, Defend) |
---|---|
Alignment | Impartial |
CHA | 7 |
CON | 13 |
Problem Ranking | 1/2 |
DEX | 10 |
HP | 22 (4d8+4) |
INT | 7 |
Languages | Draconic |
Passive Notion | 13 |
Roll 0 | 1d20 + 4 1d6+2 |
Roll 1 | 1d20 + 4 1d6+2 |
Roll 2 | 1d20 + 4 1d6+2 |
Roll 3 | 1d20 + 4 1d6+2 |
STR | 15 |
Dimension | Medium |
Abilities | Notion +3, Stealth +4, Survival +5 |
Velocity | 30 ft., swim 30 ft. |
Kind | humanoid (lizardfolk) |
WIS | 12 |